コード例 #1
0
ファイル: crafting.py プロジェクト: penny64/Reactor-3
def execute_recipe(life, item, recipe):
    _difficulty = get_recipe_difficulty(life, item, recipe)
    _dice_percentage = numbers.roll(2, 5) / (10.0 + _difficulty)

    if _dice_percentage >= .75:
        _recipe_quality = 'success'
    elif _dice_percentage >= .5:
        _recipe_quality = 'partial_success'
    else:
        _recipe_quality = 'failure'

    if recipe['type'] == 'create_item':
        for create_item in recipe['create_item']:
            if not _recipe_quality in recipe['create_item'][create_item]:
                continue

            for i in range(recipe['create_item'][create_item][_recipe_quality]
                           ['amount']):
                _created_item = items.create_item(create_item)
                lfe.add_item_to_inventory(life, _created_item)

    if _recipe_quality in recipe['strings']:
        gfx.message(recipe['strings'][_recipe_quality])
    else:
        gfx.message('You finish crafting.')
コード例 #2
0
ファイル: crafting.py プロジェクト: athros/Reactor-3
def execute_recipe(life, item, recipe):
	_difficulty = get_recipe_difficulty(life, item, recipe)
	_dice_percentage = numbers.roll(2, 5)/(10.0+_difficulty)
	
	if _dice_percentage >= .75:
		_recipe_quality = 'success'
	elif _dice_percentage >= .5:
		_recipe_quality = 'partial_success'
	else:
		_recipe_quality = 'failure'
	
	if recipe['type'] == 'create_item':
		for create_item in recipe['create_item']:
			if not _recipe_quality in recipe['create_item'][create_item]:
				continue
			
			for i in range(recipe['create_item'][create_item][_recipe_quality]['amount']):
				_created_item = items.create_item(create_item)
				lfe.add_item_to_inventory(life, _created_item)
	
	if _recipe_quality in recipe['strings']:
		gfx.message(recipe['strings'][_recipe_quality])
	else:
		gfx.message('You finish crafting.')
コード例 #3
0
ファイル: historygen.py プロジェクト: athros/Reactor-3
def create_background(life):
	HISTORY = []
	
	#This will decide who the person is and what their deal is...
	#i.e., we already roll their stats, but this is building up some
	#credibility behind all that (via implanting memories.)
	#All memories created here will have times in the negatives, with 0
	#being the moment they enter the map.
	#This will at least give me some control over how the initial world
	#develops because atm it's completely random.
	#Onwards... initial behaviors gen
	
	#Just going to start listing things that I believe play a role in
	#someone's development. Don't take these too seriously...
	
	#BOOL (HAS BIRTH PARENTS)
	HAS_BIRTH_PARENTS = (random.randint(0, 1) == 1)
	
	#BOOL (WAS ADOPTED)
	WAS_ADOPTED = ((random.randint(0, 1) * (not HAS_BIRTH_PARENTS)) == 1)
	
	#1 - 6 (ABSENT - STRICT)
	PARENTING_QUALITY = numbers.roll(2, 3) * (HAS_BIRTH_PARENTS or WAS_ADOPTED)
	
	#BOOL (WAS BULLIED)
	BULLIED = (random.randint(0, 1) == 1)
	
	#BOOL (FOUGHT BACK)
	FOUGHT_BACK = (random.randint(0, 1) == 1)
	
	#1 - 10 (DROP OUT < 5, GRADUATED)
	GRADUATED = (numbers.roll(HAS_BIRTH_PARENTS+WAS_ADOPTED, 5)>=5)
	
	#BOOL (STREET SMART)
	STREET_SMART = ((random.randint(0, 1) * (not GRADUATED)) == 1)
	
	MAX_BOOK_SMART = 1 + (not STREET_SMART)
	MAX_STREET_SMARTS = 1 + STREET_SMART
	
	#1 - 10 (NUMBERS??? - MATHEMATICIAN)
	MATHEMATICS = numbers.roll(MAX_BOOK_SMART, 5)
	
	#1 - 10 (CAN'T READ - SPEEDREADER)
	READING = numbers.roll(MAX_BOOK_SMART, 5)
	
	#1 - 10 (CLUELESS - DIY MASTER)
	ENGINEERING = numbers.roll(MAX_BOOK_SMART, 5)
	
	#1 - 10 (SCARY GUNS - I LOVE GUNS)
	FIREARMS = numbers.roll(MAX_STREET_SMARTS, 5)
	
	#1 - 10 (SLAPPER - MMA CHAMPION)
	MELEE = numbers.roll(FOUGHT_BACK+STREET_SMART, 5)
	
	#1 - 10 (CLUELESS - WALL STREET)
	TRADING = numbers.roll((MAX_STREET_SMARTS+MAX_BOOK_SMART) - (MATHEMATICS<5), 2)
	
	#BOOL (IS LEADER)
	IS_LEADER = (numbers.roll((2<PARENTING_QUALITY<=4 or FOUGHT_BACK)+(GRADUATED or STREET_SMART), 4)>=4)
	
	#BOOL (SELF ABSORBED)
	SELF_ABSORBED = (numbers.roll((PARENTING_QUALITY>=5)+(MAX_BOOK_SMART==1), 5)>=7)
	
	#BOOL (LONE WOLF)
	LONE_WOLF = ((numbers.roll(SELF_ABSORBED+STREET_SMART, 5) * (not IS_LEADER))>=5)
	
	#1 - 10 (ADHD - PATIENCE OF A SAINT)
	PATIENCE = numbers.roll((GRADUATED or STREET_SMART)+(READING>=5 or PARENTING_QUALITY>=3), 5)

	#0 - 3 (PERSONALITY TOTALS)
	INTROVERSION = LONE_WOLF+(not HAS_BIRTH_PARENTS and not WAS_ADOPTED)+(not STREET_SMART)+(BULLIED and not FOUGHT_BACK)
	EXTROVERSION = 3-INTROVERSION
	
	#1 - 10 (INNOCENT - GANG LEADER)
	MOTIVE_FOR_CRIME = numbers.roll((READING<7)+(FIREARMS>6 or MELEE>5)+(TRADING>5 or SELF_ABSORBED)+(not LONE_WOLF)+(BULLIED or IS_LEADER), 2)
	
	#1 - 9 (BARRY - DAVE)
	MOTIVE_FOR_WEALTH = numbers.roll((TRADING>4)+(MATHEMATICS>4)+(PATIENCE>5 or IS_LEADER), 3)
	
	#1 - 9 (BARRY - DAVE)
	MOTIVE_FOR_SURVIVAL = numbers.roll((FIREARMS>5 or MOTIVE_FOR_WEALTH<5)+(MELEE>5 or PATIENCE>5)+(ENGINEERING>5 or IS_LEADER), 3)
	
	#1 - 10 (ANTISOCIAL FREAK - "A REAL RAGER")
	SOCIABILITY = numbers.roll((not SELF_ABSORBED) + (not LONE_WOLF)+(EXTROVERSION>0)+(IS_LEADER*2), 2)
	
	#1 - 10 (TALKS TO STRANGERS - FORT KNOX)
	TRUSTINESS = numbers.roll((LONE_WOLF)+(TRADING>4)+(MOTIVE_FOR_WEALTH>4)+(not SELF_ABSORBED)+(EXTROVERSION>1), 2)
	
	#STRING (INTENTION)
	# FORTUNE
	# GREED
	# 
	#INTENTION = 
	
	#print 'Birth parents:', HAS_BIRTH_PARENTS
	#print 'Adopted:', WAS_ADOPTED
	#print 'Parenting quality:', PARENTING_QUALITY
	#print 'Bullied:', BULLIED
	#print 'Fought back:', FOUGHT_BACK
	#print 'Graduated:', GRADUATED
	#print 'Street smart:', STREET_SMART
	#print 'Math:', MATHEMATICS
	#print 'Reading:', READING
	#print 'Engineering:', ENGINEERING
	#print 'Firearms:', FIREARMS
	#print 'Melee:', MELEE
	#print 'Trading:', TRADING
	#print 'Leader:', IS_LEADER
	#print 'Self-absorbed:', SELF_ABSORBED
	#print 'Lone wolf:', LONE_WOLF
	#print 'Patience:', PATIENCE
	#print 'Introversion:', INTROVERSION
	#print 'Extroversion:', EXTROVERSION
	#print 'Charisma:', CHARISMA
	#print 'Sociability:', SOCIABILITY
	#print 'Motive for crime:', MOTIVE_FOR_CRIME
	#print 'Motive for wealth:', MOTIVE_FOR_WEALTH
	#print 'Motive for survival:', MOTIVE_FOR_SURVIVAL
	
	if not HAS_BIRTH_PARENTS:
		HISTORY.append('Lost his parents in late childhood')
	
	if WAS_ADOPTED:
		HISTORY[len(HISTORY)-1] += ', but was later adopted'
	
	if PARENTING_QUALITY>=3:
		HISTORY.append('Was raised well')
	elif PARENTING_QUALITY:
		HISTORY.append('Was raised poorly')
	
	if BULLIED:
		if 'well' in HISTORY[len(HISTORY)-1]:
			HISTORY[len(HISTORY)-1] += ', but was bullied'
		elif 'poorly' in HISTORY[len(HISTORY)-1]:
			HISTORY[len(HISTORY)-1] += ', and was bullied'
		else:
			HISTORY.append('He was bullied')
		
		if FOUGHT_BACK:
			if ',' in HISTORY[len(HISTORY)-1]:
				HISTORY[len(HISTORY)-1] += ' (he fought back)'
	
	if GRADUATED:
		HISTORY.append('Graduated')
	elif STREET_SMART:
		HISTORY.append('Is street smart')
		
	if MATHEMATICS>=5:
		HISTORY.append('Is good at math')
	elif MATHEMATICS <= 2:
		HISTORY.append('Is bad with numbers')
	
	if READING>=5:
		HISTORY.append('Can read very well')
	elif READING <= 3:
		HISTORY.append('Was not hooked on phonics')
	
	if ENGINEERING>=5:
		HISTORY.append('Is proficient at engineering')
	elif ENGINEERING <= 3:
		HISTORY.append('Has poor engineering skills')
	
	if FIREARMS>=5:
		HISTORY.append('Knows his way around a gun')
	elif FIREARMS <= 3:
		HISTORY.append('Has shaky aim')
		
	if MELEE>=5:
		HISTORY.append('Can fight very well')
	elif MELEE<=3:
		if 'gun' in HISTORY[len(HISTORY)-1]:
			HISTORY[len(HISTORY)-1] += ', but can\'t hold his own in a fist fight'
		else:
			HISTORY[len(HISTORY)-1] += ' and can\'t fight'
	
	if IS_LEADER:
		if SELF_ABSORBED:
			HISTORY.append('Would rather lead than follow')
		else:
			HISTORY.append('Is a fine leader')
	elif LONE_WOLF:
		HISTORY.append('Prefers to work alone')
	
	if PATIENCE>=7:
		HISTORY.append('Patient')
	elif PATIENCE<=3:
		HISTORY.append('Very impatient')
	
	#print '. '.join(HISTORY)+'.'	
	
	return {'mathematics': MATHEMATICS,
		'reading': READING,
		'engineering': ENGINEERING,
		'firearms': FIREARMS,
		'melee': MELEE,
		'trading': TRADING,
		'is_leader': IS_LEADER,
		'self_absorbed': SELF_ABSORBED,
		'lone_wolf': LONE_WOLF,
		'patience': PATIENCE,
		'trustiness': TRUSTINESS,
		'sociability': SOCIABILITY,
		'psychotic': False,
		'description': '. '.join(HISTORY)+'.',
		'motive_for_crime': MOTIVE_FOR_CRIME,
		'motive_for_wealth': MOTIVE_FOR_WEALTH,
		'motive_for_survival': MOTIVE_FOR_SURVIVAL}
コード例 #4
0
def create_background(life):
    HISTORY = []

    #This will decide who the person is and what their deal is...
    #i.e., we already roll their stats, but this is building up some
    #credibility behind all that (via implanting memories.)
    #All memories created here will have times in the negatives, with 0
    #being the moment they enter the map.
    #This will at least give me some control over how the initial world
    #develops because atm it's completely random.
    #Onwards... initial behaviors gen

    #Just going to start listing things that I believe play a role in
    #someone's development. Don't take these too seriously...

    #BOOL (HAS BIRTH PARENTS)
    HAS_BIRTH_PARENTS = (random.randint(0, 1) == 1)

    #BOOL (WAS ADOPTED)
    WAS_ADOPTED = ((random.randint(0, 1) * (not HAS_BIRTH_PARENTS)) == 1)

    #1 - 6 (ABSENT - STRICT)
    PARENTING_QUALITY = numbers.roll(2, 3) * (HAS_BIRTH_PARENTS or WAS_ADOPTED)

    #BOOL (WAS BULLIED)
    BULLIED = (random.randint(0, 1) == 1)

    #BOOL (FOUGHT BACK)
    FOUGHT_BACK = (random.randint(0, 1) == 1)

    #1 - 10 (DROP OUT < 5, GRADUATED)
    GRADUATED = (numbers.roll(HAS_BIRTH_PARENTS + WAS_ADOPTED, 5) >= 5)

    #BOOL (STREET SMART)
    STREET_SMART = ((random.randint(0, 1) * (not GRADUATED)) == 1)

    MAX_BOOK_SMART = 1 + (not STREET_SMART)
    MAX_STREET_SMARTS = 1 + STREET_SMART

    #1 - 10 (NUMBERS??? - MATHEMATICIAN)
    MATHEMATICS = numbers.roll(MAX_BOOK_SMART, 5)

    #1 - 10 (CAN'T READ - SPEEDREADER)
    READING = numbers.roll(MAX_BOOK_SMART, 5)

    #1 - 10 (CLUELESS - DIY MASTER)
    ENGINEERING = numbers.roll(MAX_BOOK_SMART, 5)

    #1 - 10 (SCARY GUNS - I LOVE GUNS)
    FIREARMS = numbers.roll(MAX_STREET_SMARTS, 5)

    #1 - 10 (SLAPPER - MMA CHAMPION)
    MELEE = numbers.roll(FOUGHT_BACK + STREET_SMART, 5)

    #1 - 10 (CLUELESS - WALL STREET)
    TRADING = numbers.roll(
        (MAX_STREET_SMARTS + MAX_BOOK_SMART) - (MATHEMATICS < 5), 2)

    #BOOL (IS LEADER)
    IS_LEADER = (numbers.roll((2 < PARENTING_QUALITY <= 4 or FOUGHT_BACK) +
                              (GRADUATED or STREET_SMART), 4) >= 4)

    #BOOL (SELF ABSORBED)
    SELF_ABSORBED = (numbers.roll(
        (PARENTING_QUALITY >= 5) + (MAX_BOOK_SMART == 1), 5) >= 7)

    #BOOL (LONE WOLF)
    LONE_WOLF = ((numbers.roll(SELF_ABSORBED + STREET_SMART, 5) *
                  (not IS_LEADER)) >= 5)

    #1 - 10 (ADHD - PATIENCE OF A SAINT)
    PATIENCE = numbers.roll(
        (GRADUATED or STREET_SMART) + (READING >= 5 or PARENTING_QUALITY >= 3),
        5)

    #0 - 3 (PERSONALITY TOTALS)
    INTROVERSION = LONE_WOLF + (not HAS_BIRTH_PARENTS and not WAS_ADOPTED) + (
        not STREET_SMART) + (BULLIED and not FOUGHT_BACK)
    EXTROVERSION = 3 - INTROVERSION

    #1 - 10 (INNOCENT - GANG LEADER)
    MOTIVE_FOR_CRIME = numbers.roll(
        (READING < 7) + (FIREARMS > 6 or MELEE > 5) +
        (TRADING > 5 or SELF_ABSORBED) + (not LONE_WOLF) +
        (BULLIED or IS_LEADER), 2)

    #1 - 9 (BARRY - DAVE)
    MOTIVE_FOR_WEALTH = numbers.roll(
        (TRADING > 4) + (MATHEMATICS > 4) + (PATIENCE > 5 or IS_LEADER), 3)

    #1 - 9 (BARRY - DAVE)
    MOTIVE_FOR_SURVIVAL = numbers.roll(
        (FIREARMS > 5 or MOTIVE_FOR_WEALTH < 5) + (MELEE > 5 or PATIENCE > 5) +
        (ENGINEERING > 5 or IS_LEADER), 3)

    #1 - 10 (ANTISOCIAL FREAK - "A REAL RAGER")
    SOCIABILITY = numbers.roll((not SELF_ABSORBED) + (not LONE_WOLF) +
                               (EXTROVERSION > 0) + (IS_LEADER * 2), 2)

    #1 - 10 (TALKS TO STRANGERS - FORT KNOX)
    TRUSTINESS = numbers.roll(
        (LONE_WOLF) + (TRADING > 4) + (MOTIVE_FOR_WEALTH > 4) +
        (not SELF_ABSORBED) + (EXTROVERSION > 1), 2)

    #STRING (INTENTION)
    # FORTUNE
    # GREED
    #
    #INTENTION =

    #print 'Birth parents:', HAS_BIRTH_PARENTS
    #print 'Adopted:', WAS_ADOPTED
    #print 'Parenting quality:', PARENTING_QUALITY
    #print 'Bullied:', BULLIED
    #print 'Fought back:', FOUGHT_BACK
    #print 'Graduated:', GRADUATED
    #print 'Street smart:', STREET_SMART
    #print 'Math:', MATHEMATICS
    #print 'Reading:', READING
    #print 'Engineering:', ENGINEERING
    #print 'Firearms:', FIREARMS
    #print 'Melee:', MELEE
    #print 'Trading:', TRADING
    #print 'Leader:', IS_LEADER
    #print 'Self-absorbed:', SELF_ABSORBED
    #print 'Lone wolf:', LONE_WOLF
    #print 'Patience:', PATIENCE
    #print 'Introversion:', INTROVERSION
    #print 'Extroversion:', EXTROVERSION
    #print 'Charisma:', CHARISMA
    #print 'Sociability:', SOCIABILITY
    #print 'Motive for crime:', MOTIVE_FOR_CRIME
    #print 'Motive for wealth:', MOTIVE_FOR_WEALTH
    #print 'Motive for survival:', MOTIVE_FOR_SURVIVAL

    if not HAS_BIRTH_PARENTS:
        HISTORY.append('Lost his parents in late childhood')

    if WAS_ADOPTED:
        HISTORY[len(HISTORY) - 1] += ', but was later adopted'

    if PARENTING_QUALITY >= 3:
        HISTORY.append('Was raised well')
    elif PARENTING_QUALITY:
        HISTORY.append('Was raised poorly')

    if BULLIED:
        if 'well' in HISTORY[len(HISTORY) - 1]:
            HISTORY[len(HISTORY) - 1] += ', but was bullied'
        elif 'poorly' in HISTORY[len(HISTORY) - 1]:
            HISTORY[len(HISTORY) - 1] += ', and was bullied'
        else:
            HISTORY.append('He was bullied')

        if FOUGHT_BACK:
            if ',' in HISTORY[len(HISTORY) - 1]:
                HISTORY[len(HISTORY) - 1] += ' (he fought back)'

    if GRADUATED:
        HISTORY.append('Graduated')
    elif STREET_SMART:
        HISTORY.append('Is street smart')

    if MATHEMATICS >= 5:
        HISTORY.append('Is good at math')
    elif MATHEMATICS <= 2:
        HISTORY.append('Is bad with numbers')

    if READING >= 5:
        HISTORY.append('Can read very well')
    elif READING <= 3:
        HISTORY.append('Was not hooked on phonics')

    if ENGINEERING >= 5:
        HISTORY.append('Is proficient at engineering')
    elif ENGINEERING <= 3:
        HISTORY.append('Has poor engineering skills')

    if FIREARMS >= 5:
        HISTORY.append('Knows his way around a gun')
    elif FIREARMS <= 3:
        HISTORY.append('Has shaky aim')

    if MELEE >= 5:
        HISTORY.append('Can fight very well')
    elif MELEE <= 3:
        if 'gun' in HISTORY[len(HISTORY) - 1]:
            HISTORY[len(HISTORY) -
                    1] += ', but can\'t hold his own in a fist fight'
        else:
            HISTORY[len(HISTORY) - 1] += ' and can\'t fight'

    if IS_LEADER:
        if SELF_ABSORBED:
            HISTORY.append('Would rather lead than follow')
        else:
            HISTORY.append('Is a fine leader')
    elif LONE_WOLF:
        HISTORY.append('Prefers to work alone')

    if PATIENCE >= 7:
        HISTORY.append('Patient')
    elif PATIENCE <= 3:
        HISTORY.append('Very impatient')

    #print '. '.join(HISTORY)+'.'

    return {
        'mathematics': MATHEMATICS,
        'reading': READING,
        'engineering': ENGINEERING,
        'firearms': FIREARMS,
        'melee': MELEE,
        'trading': TRADING,
        'is_leader': IS_LEADER,
        'self_absorbed': SELF_ABSORBED,
        'lone_wolf': LONE_WOLF,
        'patience': PATIENCE,
        'trustiness': TRUSTINESS,
        'sociability': SOCIABILITY,
        'psychotic': False,
        'description': '. '.join(HISTORY) + '.',
        'motive_for_crime': MOTIVE_FOR_CRIME,
        'motive_for_wealth': MOTIVE_FOR_WEALTH,
        'motive_for_survival': MOTIVE_FOR_SURVIVAL
    }